Yes it is not about Big Mac, it is about having a standardized product from the same company that to sell has to adapt the prices. This is called "purchase power".

Internet is a bit more complicated to value because it depends by a lot of factors. For example in Romania they have great connections, due to recent new infrastructure, but this is not a sign that they are as rich as the US, for example.

Nah 30 seconds it is not much of an interruption, especially for 10 matches. Or at least I think this.

For example a match in modern combat can last 2 minutes, so 30 seconds after every match is annoying. But 30 seconds after 10 games that, if checked at normal, could last on average 25 minutes, it is pretty ok.

pier4r wrote:Yes it is not about Big Mac, it is about having a standardized product from the same company that to sell has to adapt the prices. This is called "purchase power".

PPP (purchasing power parity) определяется довольно сложной формулой... PPP (purchasing power parity) Is determined by a rather complicated formula...

Покупательная способность зависит от уровня доходов и величины цен и тарифов на услуги...Purchasing power depends on the level of income and the value of prices and tariffs for services...

На безлимитный интернет, параметры которого указывал вам выше, я трачу менее 0,5% своего дохода в месяц...On the unlimited Internet, parameters which I pointed out to you above, I spend less than 0,5% of my income per month...

One of the biggest changes we made to make our ad based games profitable was to switch from passive ads to incentivised ads.

Originally when players died they were shown a skippable video ad. The reviews were really bad because we were showing too many ads.

We then changed it so that when you die you can watch an unskippable ad to respawn or get extra currency. This meant that players who didn't want ads didn't see any, but those who wanted the rewards could watch as many as they wanted in a day.

Unskippable video ads pay a lot more than their skippable counterpart, but the key was to incentivise and make people think it's their idea.

The game was an infinite runner with an average game time of about 1.5minutes. This definitely helped with the frequency of ads.

There was pushback from within the team regarding sacrificing game play for money, but in the end we found some aspects that worked and threw out a bunch that affected the overall game too much.